In wgpu_hal, dx12::Device should not spend 256KiB of GPU memory on Device::zero_buffer, whose only reason for existence is to serve as the source of CopyBufferRegion calls in <dx12::Device as CommandEncoder>::clear_buffer.
It seems like the only other feasible way to zero a buffer in Direct3D 12 is with a compute shader.
In
wgpu_hal
,dx12::Device
should not spend 256KiB of GPU memory onDevice::zero_buffer
, whose only reason for existence is to serve as the source ofCopyBufferRegion
calls in<dx12::Device as CommandEncoder>::clear_buffer
.It seems like the only other feasible way to zero a buffer in Direct3D 12 is with a compute shader.